I did a rigging job recently with several characters needed to be rigged
pretty quickly - so I went the ICE tree setup - worked really well -
saved out a compound and could script in a rebuild that read it in and
stuck it onto the new character - obviously naming convention needed to
be pretty solid, but I built it so that one node fed the entire tree
name wise so that if needed I could correct that in one go!
S.
On 2013/04/23 11:38 PM, Steven Caron wrote:
it might be more than i need right now, i just need shapes on the
meshes to be wired back up to parameters when i rebuild the rig. i am
exploring using an ice tree that gets automatically resolved when gear
imports the mesh/emdl.
On Tue, Apr 23, 2013 at 2:35 PM, Jeremie Passerin <[email protected]
<mailto:[email protected]>> wrote:
Going back to the Gear topic.
Xml shape export was planned to be part of the skin rebuild. I
have most of the code ready but never got time to implement it
properly :( If anyone feels like finishing the job I can share the
code.
On 23 April 2013 14:06, Matt Morris <[email protected]
<mailto:[email protected]>> wrote:
I tend to use a bunch of scene objects imported as a generic
model, then load the ice tree onto the mesh which hooks up to
the controllers. I did try a comparison test on a face rig a
while back comparing playback speeds of traditional setup and
ice setup and found I was getting better playback via the ice
method, so haven't really investigated too much further. The
characters I've rigged are much simpler than film level assets
though, so ymmv.
On 23 April 2013 21:50, Alan Fregtman <[email protected]
<mailto:[email protected]>> wrote:
On that note, how do most of you guys approach the ICE
shape mixer...
Do you directly use a controller's local transform to
drive a shape, or do you use a kind of "buffer" custom
parameter set to which you hook up controls via expressions?
The reason I ask is because ICE trees seem to get rather
slow when you use GetDatas to get transformations from
objects in the scene. I suspect it may mistakenly dirty
the dependency graph and force some things to run twice.
On Tue, Apr 23, 2013 at 4:39 PM, Matt Morris
<[email protected] <mailto:[email protected]>> wrote:
You are using an ice shape mixer right? That should
connect up on re-import or with common names on a
fresh mesh.
On 23 April 2013 19:50, Steven Caron <[email protected]
<mailto:[email protected]>> wrote:
how are people doing shape animation with a gear
rig? i need to be able to have my shapes connect
to a custom parameter set on every build/rebuild.
s
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